DirkGently said:
JMeganSnow said:
snip
I'd also like to see games where fully automatic weapons are as inaccurate as they are in real life because the enemy is mostly just shooting to make you keep your head down and killing them is more a matter of outflanking and other tactics, not simply shooting them 4000 times.
Real guns are only hideously inaccurate when they're in the hands of somebody who thinks they're in a John Woo film.
Guns are accurate, within reason. Everything else in JMeganSnow's comment was spot on.
Most importantly, people in battlefield conditions - under enemy fire but seeing nothing but some muzzle flashes, on the move, carrying lots of important crap, having orders to carry out other than "hit the paper target", maybe a wee bit afraid too - are not accurate.
And since you typically play a solider or space marine, you're somebody trained to shoot a gun, to shoot accurately and kill as many hostiles as possible with as a few bullets as possible.
Well trained infantry
on defense would do that. On the other hand, on attack they are expected to hit with only a single digit percentage of shots fired, with over 90% of shots fired for no other reason than to keep the enemy's heads down. Thus, casualties are prevented, and the enemy cannot move or gain information effectively. The attacking unit presses on to grenade range, to close combat, or flanks to get the enemy in a crossfire for the mop-up. See "fire and movement".
Compared to the teamwork it takes to execute these tactics, individual shooting skill with a rifle is stupidly easy. Everyone can learn it quickly to a decent level.
Also, to the people talking about regenerating health in multiplayer: In COD4, it takes about four bullets to kill you. Less if they use stopping power or hit you in the head, more if you're using juggernaut. If you didn't have regenerating health, you'd have people unable to get a kill streak going unless they're god, or you'd have increased health and added health pack, which result in a lot of people camping the fucking health packs.
I think that is a problem inherent in the slippery slope of kill streak -based gameplay.
The general nature of regeneration is to favor the good player over the bad. If the good player never got health back, he would at least eventually die and have to start over. I think it's lame because it cuts down on tactics, namely the tactic of wearing out the opponent. Only attacks that kill immediately are worth doing against a regenerator.
What I'd personally like to see gameplay-wise is more bleeding and functional damage like in ActionQuake2. When you are bleeding, and have a feeling that the person who shot you is following your blood trail, do you duck behind a corner to bandage (bandaging leaves you defenseless for a while), double back to set up an ambush and lie wait while the bleed is ticking damage on you, or rush the opponent directly to be rid of him ASAP? These are pretty interesting tactical choices compared to "shoot him first" in a non-bleed game.
Health dispensers are more fun than medpacks since they have the tradeoff of making you vulnerable for the duration of use. A medpack that goes in your inventory is the worst since it adds complication and does not give more tactical options. It's only acceptable for a survival or RPG game IMO.